Computational Creativity

Momentum

3 papers in the last four weeks, down 40% on the four weeks before. 0.0% of all new papers.

Jul 13Week of Sep 28

Latest papers 70

Oct 4, 2026cs.HC

Reflecting on Creative-Boundaries with an AI Co-Doodler

In this pictorial, we consider how the negotiation of creative boundaries with a co-creative AI system can create moments for personal creative reflection. We ground this in our experiences with Froggi-Draw, a single-initiative co-doodling system that gives users power to decide when and how much an AI "collaborator" (Froggi) contributes to their drawing. From a 1-week pilot study where (n=8) novice and experienced artists doodled daily with the system, we report on ways participants navigated creative risk and uncertainty, and how their usage and perceptions of Froggi shifted over time. In moments of disruption, participants described the system as encroaching on their creative territory. We consider how the design of a supportive, co-creative AI "collaborator" might look like the design of a supportive power dynamic---and finding ways to offer users control to find, reflect upon, and flexibly negotiate the boundaries of that dynamic.
Sep 29, 2026cs.AI

Conditional Generation of Creative Chess Puzzles with Diffusion Models

While modern language models demonstrate impressive generative capabilities, they often struggle with constrained, counter-intuitive creative tasks. To address this limitation, we explore chess puzzle generation as a rigorous testbed for computational creativity and reasoning, a domain where altering a single piece can invalidate an entire solution. We propose a novel approach for conditional generation of creative chess puzzles using masked diffusion models. Unlike previous methods, our non-directional diffusion approach allows for conditioning on specific tactical themes and partial board positions. We introduce a novel auxiliary task of simultaneous best-move prediction, which improves solution uniqueness by 11.6% and theme-conditioning accuracy by 2.5%. To further optimize solution uniqueness and theme conditioning, we establish a reinforcement learning framework adapted from Denoising Diffusion Policy Optimization (DDPO). This RL training increases the yield of unique and theme-matching positions by 89.1%. Finally, we release the first open-weights models (Appendix B) for chess puzzle generation, offering a new pathway for controllable, creative generation.
Sep 28, 2026cs.AI

Reinforcing Agentic Creativity in Scientific Ideation with Night Science

Large language models (LLMs) excel at structured, verifiable tasks, but their low-entropy bias can produce homogeneous and predictable outputs, limiting their utility for open-ended scientific ideation. Effective discovery, however, spans a broader creative spectrum: from structured day science to loosely structured, serendipitous night science that reaches ideas beyond those typically considered. We introduce AI Night-Scientist, an agentic framework that uses reinforcement learning to teach models when and how to depart from predictable reasoning. Grounded in cognitive science, we model creativity along three axes: action (what to do and how creatively), process (when to explore versus exploit), and outcome (the novelty and usefulness of the resulting idea). We use these axes to train models with GRPO, exposing them to varying degrees and forms of creativity throughout training. This produces substantially more diverse scientific proposals, expanding the range of research directions by 27.8% and contribution types by 14.9% over the base model. It also improves predicted citation impact by up to 32.0 percentage points and originality by 66.2 points. These gains cannot be reproduced by simply increasing decoding temperature; instead, we find that semantic guidance specifying what kind of creativity to pursue is critical. Overall, our results suggest that creativity is a learnable, multi-level ability that can be shaped to help researchers reach ideas beyond those typically explored by LLMs.
Sep 3, 2026cs.CL

Decoupled Analysis-Judging: An Automated Creativity Evaluator Using LLMs in Complex Multi-step Creativity Tasks

Automated evaluation of creativity tasks remains challenging for LLM-as-a-Judge, as LLM is susceptible to biases such as verbosity bias and leniency bias. Such limitations are particularly evident in Contextually-Grounded and Procedurally-Structured Tasks (CGPST), a complex multi-step creativity task where inter-step dependencies, highly subjectivity, and wide scoring ranges lead to more unstable and biased judgments. Existing approaches either rely on task-specific training or directly apply LLM-as-a-Judge, both of which struggle to ensure reliable evaluation under such complexity. To bridge these gaps, we propose CreaEval, an automated creativity evaluator for CGPST that decouples typical LLM-as-a-Judge into analysis and judging. Correspondingly, CreaEval involves two critical phases: Memory-augmented Analysis, a SoT-LLM converts multi-step responses into structured evaluation evidence, incorporating cross-step memory; and Evidence-based Judging, a Judge-LLM uses the extracted evidence for judging without accessing raw responses. Comprehensive experiments show that CreaEval achieves an average performance improvement of 22.74% over the second-best baselines across CGPST and two classic simple creativity tasks, demonstrating its generalizability. The code is available at https://github.com/Jaong/CreaEval.
Sep 1, 2026cs.CL

Creative Generation via Multi-Agent Debate: Does Debate Suppress Diversity?

Creative generation tasks, such as narrative writing and scientific ideation, demand both high-quality outputs and distinct responses across independent runs to maximize exploration. Multi-Agent Debate (MAD) has shown strong quality gains on factual and reasoning tasks, making it a natural candidate for creative generation. However, we find its convergence-driven design actively suppresses output diversity across independent runs, creating an inherent trade-off with creative tasks. We theoretically show that preserving diversity among agents within each debate session is a necessary condition for achieving diverse outputs across independent runs. Building on this finding, we propose Creative-MAD, which introduces two synergistic interventions to sustain agent divergence. Specifically, Cognitive Lens Assignment counters identity drift by anchoring each agent to a distinct and persistent cognitive mode, while Embedding-based Peer Selection counters majority pull by limiting each agent's context to its most semantically distant peers. Experiments across four creative benchmarks demonstrate that Creative-MAD significantly enhances both lexical and semantic diversity while maintaining MAD's output quality.
Aug 31, 2026cs.CL

CLIN: an Objective Framework for Evaluating Creativity in Short Persian Literary Text

Evaluating creativity in large language model (LLM) outputs remains challenging because creativity is multidimensional and human-centered. We examine how reliably LLMs evaluate short literary text in Persian, a low-resource language, across multiple evaluation strategies and prompt formulations. We find that LLM-human agreement varies substantially across dimensions: alignment is stronger for structured TTCT-derived properties such as Originality, Fluency, and Elaboration, but considerably weaker for more subjective dimensions, particularly Emotion and Attractiveness. Judgments are also sensitive to prompt formulation, while few-shot prompting, ensembling, and multi-agent debate provide no consistent improvement. Motivated by this dimension-dependent behavior, we investigate whether structured creativity dimensions can instead be approximated using simple, interpretable proxy metrics. We introduce CLIN, which evaluates three TTCT-derived dimensions separately using topic-aware novelty for Originality, contextual lexical clustering for Fluency, and lexical diversity for Elaboration. These proxies achieve human alignment comparable to or better than the strongest zero-shot LLM judge in our setting while requiring substantially lower evaluation cost.
Aug 30, 2026cs.AI

Can LLM Agents Discover? Evaluating Creativity on ML Engineering Tasks

Recent AI systems promise autonomous scientific discovery, claiming to discover algorithms and produce research papers, yet understanding whether they exhibit creativity, the capacity to produce solutions that are both novel and useful, remains an open question. We present a framework for evaluating multi-turn LLM research agents' creativity using ML engineering tasks as a testbed, through three dimensions: P-Creativity (psychological novelty: novel relative to the agent's own prior solutions within a run), H-Creativity (historical novelty: novel relative to the corpus of human solutions), and Usefulness (task performance). Evaluating two agent frameworks, AIDE and AIRA-Dojo, on 10 Kaggle-style machine learning tasks from MLE-Bench, we develop an LLM-as-a-Judge pipeline and verify its strong correlation with human creativity judgments, providing a reliable automated metric for P-Creativity evaluation at scale. Applying this pipeline to agent trajectories, we find: (1) all agents exhibit declining P-Creativity as they transition from exploration to exploitation; (2) LLMs exhibit greater H-Creativity than medal-winning humans, yet achieve lower performance. Our findings reveal that current agents can explore novel regions of the solution space but lack the capacity to convert this novelty into improved task performance.
Aug 12, 2026cs.AI

MBA: Multimodal Benchmark and Agents for Real-World Business Ideation

Agentic systems powered by large language models (LLMs) have opened new opportunities for business ideation. Yet existing approaches remain confined to a text-only paradigm, despite the inherently multimodal nature of real-world contexts. We thus introduce MBA-Bench, the first multimodal benchmark for training and evaluating business ideation agents, comprising 30K samples across six domains, each domain characterized by distinct visual cues not fully conveyed by text alone. Concretely, we automatically caption images and employ GPT-4o to generate five reference ideas for each of three business questions through retrieval query generation, market evidence retrieval, and evidence-augmented synthesis. Following prior work, we evaluate agents across six business-oriented criteria using MLLM-as-a-Judge. To consider settings where criteria are hidden or disclosed, we present MBA-b and MBA-k for blind and known, respectively. We train both with two novel reward objectives---creativity and feasibility---while MBA-k further optimizes the six disclosed criteria for eight in total. Both are trained via LoRA-based supervised fine-tuning followed by group relative policy optimization with these setting-specific rewards. For extensive experiments on MBA-Bench, we set up two baselines accommodating either captions only or multimodal inputs, with the latter nearing closed-source performance on several metrics. MBA-b and MBA-k outperform caption baselines by 63.9% and 77.1%, and multimodal baselines by 25.6% and 35.8%, respectively.
Aug 7, 2026cs.AI

Recipes for Creativity: Iterative Generation and Evaluation in Large Language Models

Generative models are often evaluated through singular artifacts, whereas human creativity typically emerges through iterative generation, appraisal, and refinement. This pilot study examines whether iterative search improves LLM creativity by adapting FunSearch to recipe generation for the 2024 Pillsbury Bake-Off and evaluating outputs against human benchmarks using TTCT-based LLM evaluation. Across two experiments, we test iteration count, generator temperature, and in-loop selection-scorer model size. Results show that iterative generation-selection can produce recipes with creativity scores comparable to human benchmarks, but additional iterations alone do not improve creativity. The in-loop evaluator matters most: a smaller selection scorer yields significantly higher scores across most TTCT dimensions, while temperature has limited effects except for originality. These findings suggest that evaluator design is a first-order design variable in subjective creative search.
Aug 3, 2026cs.SD

Sounding Canvas: Embedding Algorithms in Networked, Sensorial Sound Art

Sounding Canvas turns painting into a touch-responsive multimodal installation by embedding capacitive sensors, real-time decision models, and networking inside the canvas. Touches trigger spatialised sounds that appear to emanate from the painting itself. The work embeds algorithms physically, as sensing and computation concealed behind the artwork; perceptually, through an offline visual-to-sonic mapping that aligns a painting's features with sound descriptors; and performatively, through online models that shape live interaction with visitors and with remote canvases over a network. We describe the artistic rationale and technical implementation, combining a CNN-based offline mapping that defines the sound vocabulary with two online event managers, a higher-order Markov model and an LSTM-based policy, that balance responsiveness with guided exploration. We discuss how these layers make algorithms perceptible through behaviour rather than code, how networking transforms solitary touch into distributed co-authorship, and how the system raises questions of authorship, agency, and evaluation in embedded algorithmic artworks.
Jul 30, 2026cs.CL

Creative Transformation in Literary Texts: Modelling Change Across Representational Levels

Creativity is often framed as the production of novelty, yet many cultural works emerge through transformation of earlier artifacts and not through isolated invention. Drawing on theories of imitation by Gabriel Tarde and James Mark Baldwin, this paper models creativity as selective transformation across multiple levels of textual representation. We introduce a multi-level framework that compares literary texts across lexical, semantic, conceptual, structural, and narrative dimensions using directional alignment and control calibrated similarity measures. Applying the model to historically documented literary relationships, we show that different pairs preserve source structure at different representational levels while diverging in others. These transformation profiles provide a quantitative method for characterizing how imitation persists and where creative divergence occurs within literary works.
Jul 30, 2026cs.AI

AI and Its Impact on Creativity and Diversity: An Empirical Study of LLM-Generated Product Ideas

This research examines how well large language models, or LLMs, generate new product ideas for college students priced under $50. Across a series of studies, we identify key strengths and weaknesses of using LLMs for product innovation. Our first study shows that LLM-generated product ideas have higher average quality than human ideas, based on purchase intent, and are 7 times more likely to rank in the top 10%. Our second study shows that this AI-induced creativity boost is not explained by the LLM's more persuasive pitching skills. Our third and fourth studies identify a weakness of using LLMs for brainstorming: AI-generated ideas are less novel at the idea level and less diverse at the set level. In our fifth study, we analyze prior LLM-based creativity studies and find consistently lower idea diversity across all of them, demonstrating the generalizability of these findings. Our sixth and seventh studies investigate techniques to mitigate this diversity loss. We compare LLMs from different vendors and versions and find that more recent models generate more diverse ideas, though they still fall short of human-level diversity. We also demonstrate techniques that increase idea diversity almost to the level of human idea generation: pooling ideas across vendors; prompt engineering, including Chain-of-Thought prompting and injecting heterogeneous personas or constraints; and creative agents that broadly explore the solution landscape to restore diversity. Finally, in our eighth study, we show that exploiting the near-zero marginal cost of AI idea generation by scaling the number of ideas steadily improves coverage of the idea space, approaching human-level coverage. We conclude by presenting actionable recommendations for innovation managers who want to identify better new product ideas with the help of LLMs.
Jul 29, 2026cs.HC

Human diversity fuels collective creativity that large language models cannot simulate or sustain

Diverse human groups produce diverse ideas, the raw material of innovation. Generative AI challenges this engine twice over: everyday AI assistance may homogenize what diverse people create, and AI-simulated diversity may replace the people altogether. We tested both challenges in a preregistered creative metaphor experiment with native (L1) and non-native (L2) English writers, who wrote without AI, with AI-generated ideas (AI ideation), or with AI refining their own ideas (AI refinement). L2 writers contributed more collective diversity than L1 writers, with native-language ideation showing the most diverse pools. AI ideation compressed collective diversity for everyone and left the L2 advantage undetectable, whereas AI refinement preserved both. We then simulated the entire writer pool using personas built from participants' real backgrounds, three model families, native-language prompting, and elevated sampling temperatures. Every simulated pool fell below every human pool, and pushing models further induced diversity only through degenerate text. However, at the individual level, AI ideation raised writers' ratings, pitting private incentives against the collective good, except when L2 writers used their native language, which benefited both. Human diversity remains a valuable creative resource that current AI cannot simulate or sustain; the design of human-AI collaborative workflows determines whether it survives.
Jul 29, 2026cs.HC

AI as Friction for Reflection Support in Ideation

Generative AI tools for creative work tend to be designed around the goal of removing friction, on the assumption that smoother iteration and faster output translate into more value for the designer. We argue, however, that this framing leaves out something important about how design ideation works, namely reflection-in-action. The act of accepting, rejecting and reworking candidate ideas is both a path to a final outcome and the process through which designers develop the rationale that allows them to think with their ideas and to communicate them to others. This becomes particularly important in group ideation, where ideas need to be expressed and explained to others to allow the group to extend, reject or combine them further. We suggest that AI in design ideation might be more usefully thought of as a friction agent for reflection rather than as a smoothing agent for output. This reframing opens up a different role for AI in design ideation, one that supports designers in building and carrying rationale rather than substituting for it.
Jul 24, 2026cs.HC

Unboxing Diffusion Models for the Arts: Interactive Model Bending and Practice-Based Explainability

Explainable AI (XAI) in creative practice can be less about technocentric explanation and more about enabling artists to inspect modify and debug models as part of making Yet largescale texttoimage diffusion systems are typically presented as opaque endtoend tools limiting this kind of material engagement We argue that even large models can function as creative materials when their internal structure is made visible and manipulable To support this we propose a handson approach to explainability centred on experimentation and intervention We instantiate this approach with a model bending and an interactive (inspection) interface integrated into ComfyUIs nodebased workflow including interactive layer selection and intervention controls Through qualitative and quantitative analysis of bending interventions in Stable Diffusion 15 we show how manipulating specific components of a diffusion pipeline produces relatively consistent families of visual effects allowing artists to build practical layerlevel intuition about how different parts of the model shape generated images
Jul 24, 2026cs.CL

Why Large Language Models and Humans Converge and Diverge in Evaluating Creativity

Despite the growing use of large language models (LLMs) as creativity evaluators, evidence of their alignment with human evaluations remains mixed, raising the question of when and why their judgments converge with or diverge from those of humans. Across three studies and six widely used LLMs, we addressed this gap by identifying the standards underlying LLM creativity evaluation and examining their downstream implications. Study 1 showed that LLMs generally relied on a narrower subset of human creativity evaluation standards. Convergence with human standards was strongest in the novelty dimension, whereas divergence was clearest in the contextual dimension, which captures social, market, and reputational information. Moreover, each LLM exhibited distinct, model-specific standards that varied substantially in breadth. These differences in evaluation standards were reflected in actual creativity judgments. Study 2 (N = 1,103 ideas) showed that LLM evaluations were moderately correlated with human evaluations, and individual LLMs with broader standards better distinguished ideas humans judged as more versus less creative. Study 3 (N = 1,195 participants) showed that LLMs were less sensitive to contextual information: such information significantly altered human creativity ratings but left LLM ratings largely unchanged. Together, our findings help explain the mixed evidence on LLM-human alignment, showing that alignment depends on the evidence a judgment demands and the standards each model applies. Selecting an LLM evaluator is therefore a consequential decision: different models, applying different standards, recognise different ideas as creative.
Jul 22, 2026cs.AI

Can an AI System Be Creative? A Critical Perspective from Art and Engineering

This paper examines the question of whether artificial intelligence (AI) systems can be creative, approached from the dual perspective of a researcher trained in electrical engineering, pattern recognition, machine learning, and neural networks, who has also spent most of his life engaged in the arts as actor, stage and film director, writer, composer, and visual artist, and in philosophy. Drawing on Margaret Boden's foundational framework, both her three properties of creativity (novelty, surprise, and value) and her three types of creative processes (combinatorial, exploratory, and transformational), the paper argues that AI systems are structurally incapable of creativity in its strongest sense. While they exhibit genuine capability in the domain of combinatorial creativity, they are significantly bounded in exploratory creativity, and fundamentally incapable of transformational creativity. The paper further argues that the most important limitation of current AI systems is not the absence of novelty per se, but the absence of any mechanism for serendipity, accident, or the unexpected, all of which play a central role in the phenomenology of creativity, and the absence of any subject position from which to recognize and welcome such chance events. The paper concludes by proposing a model of human, AI creative collaboration that is both realistic and generative, illustrated by several concrete experiments. The paper is itself a demonstration of the thesis it advances: it was composed through a deliberate human AI collaborative process, which is described in the methodological note that opens it.
Jul 21, 2026cs.CL

Computational Humor with Multimodal LLMs: Methods, Datasets, Evaluation, and Challenges

Multimodal humor in memes, cartoons, and comics remains difficult for AI systems because intended meaning depends on non-literal mechanisms, shared cultural knowledge, and communicative intent rather than literal scene description. This survey focuses on visual humor understanding in single-image and multi-panel artifacts, while treating humor generation as an emerging downstream frontier. We position the literature against prior humor, sarcasm, and general MLLM surveys and organize it using a capability-centric hierarchy spanning recognition, interpretation and reasoning, and generation. Under this lens, we synthesize benchmark design, evaluation protocols, and modeling paradigms, tracing the field's shift from task-specific fusion models to large-model approaches based on multimodal alignment, evidence-grounded reasoning, and controlled generation. We conclude by highlighting the main barriers to progress: shortcut-prone evaluation, limited cultural and narrative coverage, weak evidence grounding, and unresolved safety and ownership concerns.
Jul 20, 2026cs.CY

The Aura in the Machine: Genealogy and the Status of the Work of Art in the Generative Era

This paper frames Generative Artificial Intelligence (AI) not as an unprecedented technological rupture, but as an industrial-scale manifestation of a deeply rooted historical process. Through a genealogy of generative arts, it shows how AI's questions on authorship and creativity have precise historical precedents. A taxonomy of generative systems is proposed across three functional categories (medium, artwork, instrument), the attribution of which is editorial rather than ontological. From individual cognitive atrophy to Model Collapse, the systemic risks of creative automation are identified; environmental enrichment is proposed as an antidote. The role of the artist undergoes a radical metamorphosis: from craftsman of the object to entropic agent, systems designer, explorer, and negentropic curator. This pipeline-based taxonomy rests on a specific premise: the algorithmic system remains medium, instrument, or artwork, while creative agency resides in the humans distributed along it. Algorithmic Repetition is introduced as the aesthetic degeneration of aligned generative systems; the Benjaminian aura does not dissolve in the generative era but condenses upon the productive system. Manifestation is proposed as a third ontological status for generative works, transcending the dichotomy between original and copy. To support the proposed theses, two complementary aspects are examined: the radicalization of distributed authorship; and the reevaluation of older generative models, whose instability constitutes an aesthetic degree of freedom lost by recent ones.
Jul 16, 2026cs.AI

Man, Machine, and Masterpiece: Artistic Ownership in the AI Era

The integration of AI-driven systems in creative work has sparked debates among artists and legal communities about notions of ownership. Yet there remains little consensus on how ownership should be defined and attributed when human and AI contributions are intertwined. To provoke critical reflection on these tensions, we designed ArtSplit, a provotype that explicitly quantifies human and AI contributions across different stages of creative work. Rather than aiming to resolve ownership, the provotype was used to elicit artists' responses to the idea of attributing ownership through measurable actions in the creative workflow. We argue that quantification fails to align with artists' understandings of creative intent and agency, and that efforts to measure ownership risk diluting long-standing assumptions through which artists understand and practice creative work. This critique challenges the impulse to transform a historically and socially situated relation into a technical problem.
Jul 14, 2026cs.CL

RAGthoven at SemEval-2026 Task 1: A Multi-Stage Pipeline Walks Into a Benchmark and Barely Clears the Bar

We present RAGthoven, our system for SemEval-2026 Task 1 (MWAHAHA), Subtask A (multilingual constrained humor generation in English, Spanish, and Chinese). RAGthoven decomposes creative text generation into a multi-stage large language model (LLM) pipeline (Planner, Best-of-N Writer, Reflector for self-critique, LLM-as-a-judge Judge) grounded in computational humor theory (Benign Violation Theory, Script-based Semantic Theory of Humor) and refined across ten experiments. In our final configuration, we augment the Planner with retrieval-augmented generation (RAG) from a curated joke corpus, seeding generation with diverse joke mechanisms. We also evaluate two agentic variants -- ReAct-style sequential tool-calling (Exp09) and autonomous multi-branch orchestration (Exp10) -- that expose the same four stages with a deterministic ConstraintAudit checker. Across four frontier models on a held-out 12-instance English sample, neither agentic variant produced outputs we judged superior to the non-agentic pipeline despite substantially higher tool-call budgets. RAGthoven shares Rank 1 with the Gemini 2.5 Flash baseline in all three languages, with overlapping organizer-reported confidence intervals. In Spanish, it leads the baseline by 42 raw Elo points (1182 vs. 1140), while in English (1045 vs. 1081) and Chinese (1045 vs. 1053) the baseline holds the higher raw rating within the same statistical tie. Together, these results suggest language-dependent diminishing returns from elaborate multi-stage prompt engineering and agentic scaffolding once a strong frontier model is in the loop.
Jul 10, 2026cs.AI

Beyond Fixed Representations: The Vocabulary and Verifier Gaps in Open-Ended AI

Modern AI systems are increasingly being evaluated for their ability to reason, code, prove theorems, use tools, and long-horizon research tasks. These are powerful capabilities, but they share a structural limitation: the representational frame within which the model operates, including its conceptual vocabulary, the space of admissible solutions it can search, and the criteria by which success is evaluated, is typically fixed and supplied in advance. This paper argues that building stronger intelligent systems capable of open-ended innovation requires additional classes of operations: the creation, stabilization, and reuse of new representational primitives, which alter the space being searched rather than simply searching within it. We characterize the distance between current AI systems and genuinely open-ended intelligence through two gaps. The first is the vocabulary gap, the difficulty of inventing and stabilizing new representational primitives rather than merely recombining existing ones. The second is the verifier gap, the difficulty of judging the value of a new primitive when its full payoff may be visible only after future reuse. We interpret both gaps through a unified framework of intelligence as cognitive discrepancy reduction. By viewing intelligent behaviors as a sequence of cognitive transformations, we distinguish intra-space transformations which operate within a fixed representational frame, from generative transformations which may modify the frame itself. On this basis, we propose a ladder of innovation autonomy and outline several directions for advancing open-ended AI, including objectives that reward useful representational change, persistent memory architectures for invented primitives, and adaptive verification mechanisms capable of evolving alongside the representations they evaluate.
Jul 9, 2026cs.LG

ArtMine: Discovering and Formalizing Artistic Processes

Understanding how artworks are created requires reasoning about the iterative decisions, material operations, and contextual influences that shape artistic production. While recent generative AI systems can synthesize artworks with high fidelity, they primarily model distributions over finished artifacts rather than the creative processes underlying their creation. In practice, artistic workflows are only partially documented through fragmented sources such as archival records, preparatory studies, correspondence, etc., making process-level understanding difficult to formalize computationally. In this work, we introduce ArtMine, a framework for discovering and formalizing artistic processes from heterogeneous historical evidence. Our approach synthesizes heterogeneous artwork evidence into a structured repository, from which a Peircean abductive agent infers evidence-grounded production steps. These steps are converted into a compositional graph and rendering prompt, then optimized through self-reflection over deviations between the generated and reference artworks. We provide a preliminary proof-of-concept case study using open-domain historical sources across multiple artists and artistic movements, demonstrating that fragmented documentary evidence can support coherent, interpretable, and auditable representations of artistic workflows. By modeling creative processes rather than only final artifacts, our work moves toward process-centred human-AI co-creativity systems that can support artistic interpretation, creative education, reflective collaboration, and computational studies of cultural production.
Jul 8, 2026cs.HC

Creativity from Friction: Human-AI Interaction for Exploratory Structural Design

AI agents that generate final answers based on user input often do not meet the needs of creative fields. Fields such as structural design and architecture need interactive systems that help users externalise and develop ideas, explore alternatives, and refine partial solutions. The final product of such designs needs to comply with many constraints concerning, e.g., spatial configuration, mechanical behaviour, material quantities, and costs. These constraints create friction in the design process, which can stimulate novel and creative solutions. In this paper, we discuss the misalignment between current generative AI goals to remove friction and provide final solutions and the needs of creators, such as structural designers, who develop ideas through iterative work. We present the design dimensions of systems allowing for constrained human-AI co-creation that rely on vision-language models making structural exploration conversational, multimodal, and responsive to evolving human intent in ways that follow and augment the discipline's creative process. Through a pilot design interface based on these principles and a study with experts in the field, this paper shows how structural designers perceive interactive AI systems and how such systems can support design space exploration by reducing repetitive modelling friction while preserving reflective design friction.
Jul 5, 2026cs.AI

Why Pure Reasoning is Not Enough: Nature as the Source of Mathematical Innovation

We advance the hypothesis that human mathematical reasoning, constrained by both the undecidability and the computational intractability of even modest logical fragments, relies fundamentally on pattern matching from domains external to pure deduction. The most prolific reservoir of such patterns is the natural world, whose physical laws and biological systems have undergone billions of years of ``pre-computation'' and already exhibit surprisingly innovative solutions. To ground this claim, we trace the history of the Fourier transform and relevant mathematics, from the vibrating string controversy to the hear equation and subsequent formalisms prevalent in mathematics. At each critical juncture, a physics problem forced the acceptance or creation of a mathematical tool that pure formal reasoning failed to anticipate or, worse, human reasoning had resisted. We further survey the landscape of logical complexity, from NP-hard propositional satisfiability to the non-elementary decision-procedures for monadic second-order theories, to demonstrate that even when a logic is decidable, the resources required for worst-case deduction are astronomically prohibitive. We argue that these barriers make physics-inspired pattern matching not just a historical accident but a cognitive necessity. Finally, we draw the consequence for artificial intelligence: if pure reasoning is constitutively insufficient, then any system aiming at human-level mathematical creativity must embed a vast store of cross-domain patterns rather than rely on deduction alone. This furnishes a principled justification for the enormous scale of contemporary large language models.
Jul 1, 2026cs.AI

CreativityNeuro: Steering Language Model Weights to Improve Divergent Thinking and Reduce Mode Collapse

Divergent thinking is a crucial aspect of creativity, yet large language models (LLMs) tend to consistently generate similar responses to open-ended questions, in what has been termed the artificial hivemind effect. Here, we introduce CreativityNeuro, a data-free method for enhancing divergent thinking in LLMs via contrastive weight steering. We evaluate our method across multiple creativity assessments and report several main findings. On the Divergent Association Task (DAT), a vocabulary-space creativity test, CreativityNeuro improves performance by up to 14 human percentile points. Next, in a large-scale human evaluation (N=720) on the Alternative Uses Test (AUT) and the Task Task, CreativityNeuro achieves significant improvements in originality, surprise, and creativity, transferring to longer-form and more open-ended tasks. Importantly, we find that across all three tasks, CreativityNeuro demonstrably reduces measures of mode collapse. Moreover, activation steering achieves comparable performance to CreativityNeuro on the DAT, but it does not transfer to the AUT and Task Task, demonstrating the effectiveness of weight-space steering in generalizing to unseen tasks. In conclusion, CreativityNeuro improves divergent thinking and reduces mode collapse without requiring behavioral data, re-training, or gradient-based fine-tuning, providing a straightforward way to enhance LLM performance in creative domains.
Jul 1, 2026cs.CL

AGC-Bench: Measuring Artificial General Creativity

Creativity research has debated whether creativity is domain-specific (e.g., visual, writing, science), and if it is psychometrically separable from general intelligence. Both questions now apply to LLMs, but a unified benchmark of AI creativity remains elusive. We introduce AGC-Bench, an artificial general creativity benchmark built from a systematic review of the AI creativity literature (3,101 papers screened, 497 benchmarks identified), paired with an agentic harness that converts idiosyncratic codebases into HELM-standardized benchmarks. The first release covers 78 datasets spanning brainstorming, problem solving, STEM, narrative, figurative language, and humor. To address bias in LLM-as-judge, we apply Judge Response Theory -- a psychometric calibration of judge leniency/severity; we then fine-tune Qwen3-30B on the bias-corrected ratings of three frontier LLMs to produce AGC-Judge, an open-weight model that robustly scores new creativity benchmarks it was not trained on. Results reveal frontier models at the top of the AGC-Bench leaderboard, with open models close behind. LLMs show different creative strengths, ranking higher on some domains (e.g., writing) than others (e.g., scientific ideation). Extensive experiments yield three main findings. First, applying factor analysis across 83 LLMs, we recover a single creativity factor 'c', analogous to the 'g' factor of general intelligence, that explains 81.5% of variance, related to but separable from general knowledge/reasoning. Second, we show that prompting models to "be creative" boosts their performance far more than enabling reasoning, evidence that the benchmark tracks creativity over general ability. Third, on a human-matched subset, we find the top human still leads the top LLM on creativity. We release AGC-Bench with a public leaderboard, AGC-Judge, and human data as open infrastructure for measuring AI creativity at scale.
Jun 29, 2026cs.AI

The Human Creativity Benchmark

Modern AI evaluation frameworks treat evaluator disagreement as noise to be resolved. In creative domains, professional disagreement reflects genuine differences in taste, not measurement error. We argue that evaluating creative AI requires preserving two distinct signals: convergence, where professionals align around shared best practices, and divergence, where individual taste legitimately varies. We present the Human Creativity Benchmark (HCB), a benchmark that operationalizes this separation by collecting pairwise preferences, scalar ratings on prompt adherence, usability, and visual appeal, and qualitative rationale from domain professionals. Across 15,000 professional judgments spanning five creative domains and three workflow phases (ideation, mockup, refinement), we find that convergence concentrates on verifiable dimensions like technical correctness and visual hierarchy, while divergence concentrates on taste-driven dimensions like aesthetic direction and conceptual risk. No model excels uniformly across all phases. Collapsing these signals into a single quality metric discards the most actionable information: where models must be correct versus where they should remain steerable.
Jun 29, 2026cs.CL

How LLMs See Creativity: Zero-Shot Scoring of Visual Creativity with Interpretable Reasoning

Evaluating the originality of visual images poses enduring challenges for creativity assessment. Automated scoring using AI models has proven effective in the verbal domain, yet key questions remain about evaluating visual creativity and understanding how models arrive at their ratings. The present research asks whether multimodal large language models (LLMs) can serve as judges of visual creativity zero-shot (without any fine-tuning or examples of human ratings) and whether their "reasoning" output offers an interpretable window into their evaluation process. We tested six multimodal LLMs (Gemini 3 Flash, Gemma 4 31B IT, GPT-5.4 Mini, GLM-5v Turbo, Kimi K2.5, and Qwen 3.6 Plus) on 992 AI-generated images (based on human-written prompts) and 1,500 hand-drawn sketches scored for creativity by human raters. In Study 1, all models showed substantial alignment with human creativity ratings on both datasets (r = .57-.68 on AI-generated images; r = .29-68 on sketches). In Study 2, we analyzed the step-by-step reasoning processes of three LLMs evaluating the same images and drawings. Although reasoning made model evaluations interpretable -- showing what they attend to, how they balance originality vs. quality, and how they justify their ratings -- reasoning did not improve alignment with human ratings. In sum, our findings indicate that multimodal LLMs can match human judgments of visual creativity without any additional training, and that their reasoning reveals how AI models evaluate creativity. An open scoring app implementing this pipeline is available at https://review-visual-eval-scoring.hf.space.
Jun 22, 2026cs.OH

Model Collapse: On Recursion, Noise, and Uncharted Machine Visions

Since 2023, computer scientists have warned against model collapse -- the contamination of training sets with AI-generated outputs that progressively degrade model performance. Exemplifying a positive-feedback-driven failure, it produces effects such as word repetition or pixel noise, ultimately leading to a loss of meaning and coherence -- at least from an engineering standpoint. From a creative one, however, collapse is not merely a breakdown: it also functions as a recursive mirror that recalls early analog video feedback experiments, raising once again the question of what happens when a system turns inward and sees itself. In such cases, so-called machine vision no longer transmits the world (as in tele-vision) but increasingly generates worlds from within. Drawing on media archaeology through case studies of both historical video synthesis techniques and contemporary artistic uses of machine learning, this paper examines what recursive training reveals about the dependent nature of AI-generated data. It argues that the potential effects of collapse challenge transhumanist ideals while inviting an aesthetic perspective, positioning noise and recursion as key concepts for understanding both artmaking and the AI ecosystem. Distributing agency across scales and networks, the latter currently remains reliant on new human-produced content, particularly within foundation models trained on massive datasets.